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  1. As I've alluded to previously, I've been noodling with mashing up Corflu and Sanctuary for some time. This conversation inspired me to take my colored pencils out and liven up one of my working drafts from a while back. Behold my highly non-canonical campaign map of Corflu c.1624. The premise is that there are several rocky outcroppings near the edge of open water (outlined in heavy black), the most prominent of which became home to Old Corflu (as seen in the original RQ2 Pavis and HQG's Pavis:GtA). Mostly through a series of ambitious dredge-and-fill operations (which are surprisingly low-tech), the Lunars filled shallows, drained higher and more solid ground via a network of ditches and canals, linking several other rocky outcrops. With development comes commerce, with commerce comes the River Folk and even other Praxians looking for stability and prosperity. Note: No dedicated "shipyards" as such, though there's room for it. Some of you will (hopefully!) recognise familiar outlines, many of which will only be specifically relevant to the lucky few who own a copy of the Thieves' World boxed set.* !i! [Edit: *Or, duh-doi, a copy of any of the Thieves' World anthologies!]
    10 points
  2. LATEST NEWS: We are very close to having a Print on Demand (POD) version of Horror on the Orient Express ready. By "very close" I mean in a month or so. It's not going to be a big box full of 6 books and bling. We have redone the interior layout of the FIVE original main books and combined their contents, without cutting anything, into two books. Each of those books is about 360 pages. The first volume is a combination of Book I (Campaign Overview), Book II (Throughs the Alps), and Book V (Strangers on the Train). The second volume is a combination of Book III (Italy) and Book IV (Constantinople). The original Book VI (all the handouts done single sided) hasn't changed, and will be available as an optional purchase. This new "version" is not a full color treatment like you see in our latest books. It's a modest reworking of the original B&W layout, no new art, and a few typos corrected. The full color poster map of the campaign will be available on redbubble.com as well. We'll also have a POD version of the small Traveller's Companion booklet (it's already done). We will do an updated full color version of HotOE some day, much like we did with Masks of Nyarlathotep, but that is far down our production schedule. It's in the queue behind Gaslight, Dreamlands, and Beyond the Mountains of Madness, which means it's at least 2-3 years away. Lastly, we intend to make more older CoC titles available via POD. Unfortunately, that's not always as easy as it sounds.
    9 points
  3. That's very beautiful, even if a little big grandiose, for a decade-long development. I would go for a more modest identification with Comacchio for example, but it could also be a secondary settlement, an outpost of your very Imperial Corflu!
    8 points
  4. Prove to me that they can’t get renegade Lunar sorcerers to modify Glowline tech and create a force-field dome over the Port o’Corflu, helping it survive the Flood. I’ll wait.
    5 points
  5. Ah, I knew I had heard of them (I'm one of the players, who's character(s) are currently looking for them ...)
    4 points
  6. Read the Guide to Glorantha cover to cover? Note: I don't recommend actually trying that. Is joke. Edit Addition: Ooh, play King of Dragon Pass. That one's not a joke! Solid game, really holds up considering its age. I played it last year and had a lot of fun.
    4 points
  7. See, @seasparrow? Open a can of human beans and out spills goodness. I'll comfortably concede this. Spotty mangroves aside, Corflu is where swamp meets sea. It can, however, serve as a pivotal military depot for the Lunars. With investment of sufficient resources and engineering (and tell me the Lunars aren't into that sort of thing, am I right, @Nick Brooke?), Corflu can, and should, become a garrison and transfer hub for naval support of the invasion of the Holy Land. Maybe my earlier assertions were a little grandiose, but I'm keeping my claws in deep on this one. I exaggerate to make a point. Why wouldn't I? Admission in hand, though, the Lunars have been a recent presence in Prax dating back to the invasion of 1608. They are a distinct cultural and generational influence dating back prior to the Grantlands settlements. I feel certain that, circa 1625, we have the all-important demographic of young men aged 13-21 well represented among the displaced culturally-Lunar Praxians. And here's where the rubber really begins to grip the road. Even a more modestly-expanded Corflu, utilised by the Lunars as a military garrison and depot, is going to be virtually unrecognisable from what we last saw depicted in Pavis:GtA. -- the military/trade boomtown I described earlier. It won't necessarily be pretty, but it'll be bigger, and growing every day, either from Lunar investment or from congregation of river folk looking to prosper on the periphery. As order begins to unravel upriver, it's going to be one of the last identifiable -- and fortifiable -- bastions of "Lunar" presence in Prax. even after it's liberated in 1624. It's one of the places Lunars are going to congregate to be near others of their kind, and the boomtown is going to surge again. For most it's going to be the end of the line, but for those of means, like the Raus', it's the jumping-off point for...someplace better? Maybe a safer passage back to the Empire than north through hostile Prax? Okay. I finally feel like I'm getting my feet under me in the 1625-and-forward Era. !i!
    4 points
  8. It is the forum of Nerva, if I remember correctly Another one
    3 points
  9. Sorry, it is not exactly the right thread, but there are other drawings from the same archaeological team that are very good support for playing in the Big Rubble, so I put them here in case it could be of use for someone. I may have more but I need to search for them.
    3 points
  10. Btw, just thought I'd note that while I'm not running a Valley of Plenty campaign (still running the Orlmarth/Colymar campaign from SKoH), I've drafted in the Wildlings as NPC's into the Orlmarth clan - just too good not to include! 🙂
    3 points
  11. This topic has been discussed several times in the past, and I think it really comes down to different GMs doing it differently. We even touch quickly on this topic in the last episode of Wind Words, when @Joerg talks about Biturian being affected by a Lunar merchant's spells and almost sells his slaves when he really didn't want to. I'm mostly with @soltakss and @Grievous here, where there are a lot of manipulation techniques in the real-world, and these spells are just an extension of that. The classic use of sex appeal is one, but there are so many others, like all the techniques used by salesmen, activists, cult leaders, and so on (I know the names of some of these techniques in French, but I don't know what they are in English so you'll have to look them up yourself). One last important point is the difference between "noticed" and "aware". You might notice that this person you're talking to is very charismatic, that she reminds you of the votive images of Ernalda, and that the way her hair floats in the wind is so beautiful (making a mental note to ask her who's doing her braiding). You might however not be aware that this is an effect of magic, or that this is done right now explicitly to sway your opinion (maybe she's just as charismatic all the time!). The difference really lies in what kind of success levels both players get when they roll the dice... so you might notice and be aware and still fall for it, or you might notice but not be aware, or any of those combinations. If anything, my only problem with social manipulation spells is that they are falling so short of their combat equivalent (combat spells typically give a LOT bigger bonuses). Whether that's a problem for anybody but me, or whether that means the social spells are too weak or the combat spells too strong, are probably best left for another thread.
    3 points
  12. Corflu is an Imperial outpost cut from the Empire's core. Corflu is a city built in a lagoon for protection against marauding enemies In short, Corflu is... Early Medieval Venice (or at least the first settlement which came to be known as Venice later on) Quickstart imagination about its potential development and campaign opportunities, isn't it? And as far as the timber problem is concerned, could not we imagine big coracle like ships with enchanted leather hulls on a timber frame? I can even hear the snarling Wolf-pirates calling these ships, cattle-ships or Corflu sheeps. It would entail to develop a partnership with the nomads to get the hides, like Venice developed trade with Slavs to fetch timber. Trade, war, negociations and sea-going endeavours on magic coracles.
    3 points
  13. Full statement: Player: “I’m going to punch the guard, then run for the open door.” Keeper: “ The guard is going to try to grab you. Roll your Brawling skill.” Which is elaborated on by: "Notice how the request for a dice roll develops out of what the players say. In the first example the goal is to get past the guard, and the punch is simply a method of achieving the goal; damage may be in inflicted as a consequence, but the Keeper uses the dice to judge whether the maneuver is accomplished." The paragraph is illustrating Players and Keepers giving a general overall pre-action description of what they intend to do in the encounter, not the round by round execution of that intent. Before getting down to round by round action, the overall intent needs to be established so everyone one at the table understands what is happening. In this case the Keeper starts the action by having the PC go first and try the punch. [player action] My guess is that the next action will be the Guards attempt to grab the PC modified by how successful the PC's punch was [NPC action] After that the next player action would be to flee if the Guards attempt to grab failed, or something else if the Guard succeeded. General statements of intent establish a broad idea of what the Players wish to attempt and how the NPC's [Keeper] plans to respond. Just like in D&D. The PC Fighter is facing 20 Goblins in a dungeon. Fighter: I advance into the narrow part of the corridor so they cannot flank me and kill the goblins. DM: The Goblins swarm forward and attack. That does not mean that the Fighter gets to move and immediately make 20 attacks. He will get to try to move into the narrow part first and then make his first attack. Then they will cycle through however many rounds as it takes to end the encounter. And I really wish I knew why this forum randomly forces posts to be double spaced for no apparent reason.
    3 points
  14. Yes, yes, I see your point (and I forgot about the Fall of Whitewall in 1620 -- I thought it was later). Perhaps it's more appropriate to say that there's a greatly diminished role for Corflu once Karse is connected to an inland supply chain. Well, like any good boomtown, it's boom and bust in rapid succession. This is a very relevant question, and one probably not clearly defined by extant sources. Maybe it does under the right circumstances, depending on how the war in Dragon Pass is going in any given year. There's certainly food and goods from the Grantlands to support the troops stationed in Heortland. The problem with any campaign of expansion is reliance on an extended line of support. Perhaps the Lunars are forward-thinking enough to develop redundancies? You know, provided they can afford to do so. And thus we arrive at Casablanca. Full disclosure, Corflu is where I placed Sanctuary from Thieves' World, not at Refuge where it was originally playtested as I understand. Not that any of this matters, as Refuge is it's own non-copyright-entangled town now. Before long, the Beysibs...er...the Waertagi are going to turn up and it all goes to shit again. !i!
    3 points
  15. They could have shipped the timber in Moonboats, which, if timed properly, could have made the iffy parts of the trip in no time at all. At least, that's how I'd have done it if I were Jar-Eel of the Eel Arian.
    3 points
  16. Hopefully we can finally retire that joke, err.... (checks notes on upcoming publications).... next year. DAMMIT!
    3 points
  17. Seems like this could open up a lot of adventuring possibilities: a Gloranthan "seven samurai" scenario, protecting stubborn farmers (some of the last in the area) from a large Praxian warband (with the possibility of negotiating some sort of mutually agreeable settlement between the two); recovering someone's family heirloom from a destroyed village/manor house (it was successfully hidden and now adventurers are needed to get it, since prowling Praxians still make the area dangerous); or being Praxian warriors and/or allies acting to prevent Lunars from recovering some hidden treasures.
    3 points
  18. Clayday, Harmony Week, Storm Season, 1618 The warband took a well deserved nap and woke in the late afternoon. Elmalric and Jin went to check on Sarekt in the Chalana Arroy tent. His family has not come to see him, in fact when there were cheers upon their first arrival, some less enthusiastic than others, Varkat only looked mad. The healers say Sarekt will be able to attend the feast, but will be unable to participate in anything rowdy and will be a spectator to most of the goings on. She also says if he had not been so tough he might have died before they got him back to the camp as the wyvern poison is particularly viril and corrosive. Jin grabs a beer after and wanders the camp, listening for opinions on Elmarlric. She hears an almost even split where half say he is a chip off the old block and clearly the right choice to take over after Vestorfin when he killed a wyvern on his first big foray out into the world. He not only killed the next best thing to a dragon, but saved one of the wealthiest herds in the clan from being picked to death by the beast. The other half are also near evenly split further. One group says fortune favors the foolish and Elmalric was lucky and clearly fought an idiot wyvern as well. These folks refused to be impressed. The last group are more thoughtful in their disagreement and question the wisdom of the small group taking on the beast. They wonder if it wouldn’t have been better to bring more fighters back once they knew what they were facing. Is this the rash behavior the clan needs in a leader? Jin goes to tell Elmalric what she hears. They discuss the wisdom of their actions and determine it was the best course. Only Sarekt was seriously injured and he is said to make a full recovery. The only other option would have been to lose more of the herd while fetching help. Were they lucky? Sure, but they also did what they thought best. Jin tells Elmalric she is behind him. Elmalric then goes to find his father and talk to him. Elmalric says he plans to reward his warband at the feast and include Hendrick’s son and carl in the praising and rewards. Vestorfin agrees and gives Elmalric a pouch with a sturdy silver chain for each member of their warband. Elmalric also plans to give them all a silver arm ring. Vestorfin makes sure to tell Elmalric to remember if he is generous to his warriors, as he should be, to be generous to his herders and campfolk as well or he will breed acrimony between the groups. Before going, Elmalric makes sure he won’t breed more ill will by rewarding Hendrick’s carl and son. Vestorfin assures him otherwise and says it will help by making it clear he holds no prejudice agaisnt his people. Elmalric says he holds no prejudice against Hendrick or his people and Vestorfin says it is ok to hold against Hendrick. The thane wants himself or his son to be the next chief. Although he is sure that will sort itself out when Hendrick’s champion faces the clan champion, Elmalric’s twin sister and a Humakti Sword, come Sacred Time. Vestorfin remarks that Elmalric is lucky to have such a devoted sister and is sorry his earlier actions had cost him the same devotion from her, but he had done what was necessary. Vestorfin imparts a final warning to Elmalric before he goes. He tells him to keep an eye out for Hendrick and his people at the feast as well as Jadrahar Iron-Eyes (another thane). Jadrahar (Jin’s uncle) is not actively hostile, but is riding the fence. Meanwhile, Jin goes to see Jadrahar. She is stopped by a carl outside his tent to demand her reason for being there. She laughs and says she is there to see her uncle who hollers for her to come inside. Jadrahar questions the wisdom (like so many) of them doing what they did. Jin assures him, despite them being momentarily stricken by the beast and its similarities to a dragon, they were more than up to the challenge. She tells him Elmalric led them well and if they had not been up to the task, they would have got what was coming to them. The evidence of the wisdom is in the wyvern’s head displayed to the camp. Jin asks Jadrahar to keep an open mind about Elmalric. She thinks, based on what she saw, he has it in him to be a leader. He agrees to follow her advice for now. On the way out, she bumps into the carl who didn’t grant her access when she arrived. Elara spends her time before the feast trying to pin her mentor down, he tends to avoid her sometimes, and looking for anyone interesting. While she sketches various camp folk and makes notes on assorted things, Alig comes up and kneels down to pet Posey. Elara is delighted. So is Posey. He pets the dog and watches Elara while saying she did a good job. When asked if he meant her or the dog, he says her. As they talk, a stranger walks up. He looks nothing like the Anmangarn with dark skin and dressed in a robe and not a tunic and leggings. His clothes are plain looking, but clearly well-crafted. The young, lanky man leans down and pets Posey as well as he remarks he has not seen such a creature since they arrived in these heathen lands. He introduces himself as Wakapo, the son of Piku. When Elara points out her axe and explains she asked for a scary axe to make people not want to attack her so she doesn’t have to use it, Wakapo grinned slyly and said it was sure to work at least once. They discuss her locating his sister and when she remarks his father had not seemed worried about her being with trolls he said he thought they knew who she was with. He broaches the topic of magic, remarking on her spell to find Yaku and Elara gets him to agree to a potential trade of skill and knowledge. He says to find her at his father’s tent. Before he goes, she asks if it is ok if Posey plays with the family goats, promising she will not harm him. He says it is fine, the goats played with a beetle. Elara points out Posey is larger than a beetle and he only laughs. Elara is excited to learn new magic and tells Alig she also thought Wakapo cute. Alig agrees and asks to come along and she promises he can if Wakapo is ok with him being there. He might not want to share his secrets to everyone. Before they gather at the Chalana Arroy tent with the others, she asks Alig to pull a card for Posey. He draws the Nine of Swords and explains it means engery pushing up into the night and a secretive meeting. Like the one she has planned with Wakapo. At the Chalana Arroy tent, they discuss what happened before the feast and Elmalric asks Alig to pull a card before they go. He draws the 6 of Cups and explains the look of the card, a spiderweb with 5 teacups and a teapot pouring into a cup. Alig explains they simply need to follow the threads and find the right cup to pour into. For more information, he says it will take a few coins as it would require a full reading. Everyone is satisfied with the single card draw. Sarekt, as he recovered, asked about the magic healing being done from the priestess and she said if he wanted to know more, it was magics available to any lay member of the cult. She also told him to come back when he was of a more sound mind to discuss the requirements. At the feast, the warband had the place of honor at a table right before the small raised platform where the chieftain sat. Jin sat next to Elara and Alig sat right in front of Hendrick. Branulf 12 Fingers began playing a small self-harp to begin the feast. He known as 12 fingers for how well he plays a stringed instrument. Vestorfin stands when the carl finishes the music. Four carls carry in the wyvern’s head on a blanket held taut between them. It is placed where all can see. (The rest of the body is in transit.) The chief says it is here for those who have not seen it to see the proof of Elmalric’s deed. Him and his fellows slayed the beast threatening Hendrick’s herd while only suffering one major injury amongst them and the priestess assured Vestorfin that he would make a full recovery. Some, he says, may begin to see why he chose Elmalric as his heir. An action approved by King Leika herself at Whitewall when she gave Elmalric her sword so he might rule as chief of the proud Anmangarn. Only a few don’t cheer outright, but some do it in a more prefunctory manner. The chief then calls for his son to regale the clan with the tale of how he slew this small dragon. Elmalric stood and thanked his father. He circled around the table and put one foot on the wyvern’s head as he told the story. He mentions Sarekt struck the first blow, and Jin was near eaten from her watch perch on a high tree, but flew after the wyvern as it dropped into the valley. He tells of Alig leaping onto the wyuvern’s neck and hacking it with his axes. He tells of Elara finding the best spot to fight the beast, and being right. (The GM asked if that was all he said or if he mentioned the fire arrows as well. To know for his clarification. Elmalric’s player said Elmalric would share everything that happened even if his player forgot some of it.) After the tale, Elmalric distributed the gifts to everyone in his band and Alvar (Hendrick’s son) and Beringa (the housecarl watching the sheep). Following this, the GM had the player roll to see how things went. He rolled his law speaker with a Harmony Rune augment and rolled a higher success. The crowd cheered, impressed by the tale, the wyvern head he used as a foot rest, and the genrous gifts. Even a few that had been holding back couldn’t help but cheer. Once Elmalric sat, Hendrick stood at the main table and delivered a speech before the other thanes. He congratulates Elmarlric on his good fortune in defeating the dragon-like creaature. Elmalric was then thanked for saving as much of the herd as he could. Then he asked if he thought it wise to act as he did. Wouldn’t it have been more prudent to seek help once they knew what they were facing? If they had failed no one would still know what was going on. Elmalric responded the proof of their good fortune did indeed rest under his foot. But he is not convinced the victory had to do with providence. Vestorfin looks pissed, but Elmalric smiles to hide his own anger. Hendrick then suggests Vestorfin send an older, wiser person with Elmalric when he next journeys out. To be sure youthful exuberance doesn’t go to the party’s heads and cloud their judgement. Jin stands and asks Hendrick if Beringa wasn’t the older, more responsible one left with them and she stood in the fight and had no issue with their plan. In response, Hendrick strokes his beard and says she has a point, but it still is advice the chief should consider. Now Elara stands and faces him, stroking her own beard. (It’s her fancy beard, a gold chain with three clear crystal beads hanging down her chin. She has a lot of beards!) She respectfully tells him that it is not only age that brings wisdom and the group did discuss going for help. But in the end, they decided they were up to the task. The point may have been taken, as she was happy to explain how life experience, no matter how little, grants wisdom and it is not right to discount the wisdom of people of lesser years. Before Hendrick might respond, Sarekt stood and accused him of not doing what needed to be done to protect the herd and how did he not know what was stealing his cows? Elara sat then and began to watch the crowd. Hendrick turned to Vestorfin and asked if he had not delivered his gifts yet. It seemed obvious. Vestorfin said he had been waiting til the feast was about to begin and apologized. Hendrick said it was a grave accusation to make against a clansman, to claim he is ungrateful and did not do his fullest to protect not only his herd, but the clan’s cows among them. Elara, still looking at the crowd, interjects and says Sarekt is still sick. That the healers said he might not even be able to attend the feast. Hendrick looks to Issilla who nods in confirmation so he says he will bear that in mind and offers his thanks for the assistance in securing the aid he needed and he hopes his gratitude is obvious even before the gifts are given. He sits and Jadrahar stands, he says it is foolish to expect those just from the heat of a battle to accept criticism from those not there. They killed the wyvern to protect the herd and the people from further death and that is what is being celebrated. Arlic Spearbreaker, a thane and friend of Vestorfin’s, stands and says the young people not at Whitewall are showing themselves more than able to stand up to tasks needing done for the Anmangarn. Yngwe Bullneck, another of Vestorfin’s inner circle thanes, also gives a speech and dwells on how bloody they must have gotten in the fight and what terrible wounds were left on the beast. It make Elara green and she manages to not get sick during the recitation. After the speeches are done, Vestorfin claps and servants bring out a gold armband for each of the warband. Hendrick’s gift to them as thanks. They are expensive pieces, worth about five cows each. Hendrick stands and says it is in recognition of the wealth they saved by killing the beast before it picked his herd to pieces. Alig’s player had to leave at this time so we ended the feast. We will finish it up next week before diving into the next adventure! Alig was also silent because he is learning to jump into the conversation being new to the group. We’re trying to cure him of his politeness!
    2 points
  19. Awesome! The Wildlings can fit in anywhere. They will make it so if they need to!
    2 points
  20. And for that, you get a star! ⭐ I mentioned up-thread that Refuge has been adopted into canon as a different city unto its own, free from copyright entanglements (as has Carse/Karse). There've been a couple of threads over the years about the how and why, but the names live on while the identities adapt. So, Sanctuary needs a home somewhere. Definitely my thought. Truth be told, Pavis and Sanctuary are a little redundant, and putting them both on either end of the same river moreso, but I'm feeling more of a role for Thieves' World on the ass-end of the Zola Fel in 1625. !i!
    2 points
  21. Inspired by our session last night and wanting to keep a campaign log, I decided to write it up a saga. We are using Six Seasons in Sartar as the setting and the adventurers undertook a cattle raid to prove themselves to the clan on reaching adulthood (there are no spoilers about Six Seasons below – this was an optional cattle raid episode). The episode began well with Sarooth, son of Gordanger, who has a natural air of authority, addressing a packed meeting hall to speak of the glory and honour the raid would bring to his family and the clan and promptly rolled a critical success… Much ale and mead was consumed in celebration of such fine oratory and they had thick heads the following morning… I will try and add to the saga as we go along but it may include campaign spoilers in future – so you have been warned! (excuse any grammar errors and poor wording choices – I wrote this over my morning coffee) The first book in the Saga of the Haraborn How the Cat Saved the Day Yelm shone bright and the cursed Red Moon scoured the land The heroes of the Haraborn were revealed to all Youthful of mind and spirit but with a Starheart burning within A trial did Orlanth pass to them The most noble was Sarooth son of Gordanger, a man of blood and steel Themis son of Serenaral, follower of the nomad god, with a bow of true shot The third was Araldar son of Stoyan, who wished to walk amongst the spirits With their companions Ofin the Rash, and Aventarl the Meek In the Hall of the Haraborn did Sarooth Goldentongue speak Such was his words that even Orlanth himself stooped to listen A pledge to honour the clan and shame the unworthy Sambari A raid the like of which would be sung for generations To the land of the Sambari the trinity trod Through valley and hill of stone and rock under Yelm’s ever watchful eye Cattle of the Sambari lowing did bring the heroes to heel Sarooth, Themis and Araldar, stood at the precipice of glory Themis, with the eyes of an hawk did scout Heloth the Unready, on watch Sarooth, cast in troll-touched shadow, hunted across the valley Araldar, from afar did survey and readied his bow But the winds of Orlanth did raged in Ofin the Rash The hero not yet mentioned then showed its mettle Hart, shadowcat and constant companion of Themis, was cast forward Heloth the Unready did spy the alynx and absorbed on it saw little else Two arrows then did Themis send, striking from Heloth’s grasp the warning horn From the shadow did Sarooth leap to subdue the indignant Sambari Ofin the Rash, short of thought but great of action, charged through the herd His howls caused the beasts to stamp their feet and lower heads Themis watched all with arrow nocked Araldar keeper of spirits, knew the cattle were troubled He called to Ofin to cease his foolish charge but Ofin was taken with storm Sarooth turned and commanded Ofin to stop but the wind kept blowing Themis, imbued with the spirit power of haste, took chase Heloth the Unready, ran but the stalking Hart had other plans The shadowcat, with the heart of a sabre-tooth, leapt at the fleeing Sambari Its claws ripping into vein and tendon, down the slope they rolled With its courage exhausted, Hart did pant Sarooth with blade flashing in the last light of day dropped Heloth As Heloth was bound he raged with shame and fury The storm maddened Ofin raised his spear to strike Heloth But Themis swift of foot tackled him and the storm passed Araldar saw from afar that a horde of Sambari approached Themis calling upon Foundchild gathered around him the fattest and best beasts* The heroes returned to their tula driving their prizes before them Their journey to the Hero Wars had begun *One of the beast that Foundchild gathered for Themis was Yornalis mother of a thousand white bulls. The cow Yornalis would be traded all across Colymar lands in the following years giving birth each season to a white bull – a great prize for any clan.
    2 points
  22. Who says that Argrath killed the Red Goddess? If you think that is the case, I'd suggest rereading KoS.
    2 points
  23. Hi, the German version of the site was broken by software issues that are not easily solved. I've avoided switching it off completely as there's value from being able to read in their own language. It's not easily fixable as some of the underlying software is not longer supported. I will have a look and see if this can be particular issue can be fixed. Feel free to PM me about this.
    2 points
  24. I've thought about this in regards to charm effects in RPGs quite often. I've a question that I've used to bring perspective into this, though: have you ever talked to someone who is so attractive that you know that their beauty and/or charm is effecting your way to interact with them? Yeah, so yeah, you know you've been Charmed, but in most cases it kinda still doesn't matter/help.
    2 points
  25. It also shouldn't be missed that New Pavis isn't lost until 1624; until then, we have unbroken Lunar holdings from Pavis to Corflu, which is certainly sufficient. The river is certainly big enough, since a Giant's Cradle is born in 1621
    2 points
  26. The wonderful opportunity presented by the modern Grantlands, Corflu, etc. is that it looks like we’ll have a pretty free hand to develop them. Jeff and Argrath don’t much mind what we get up to, as long as the main outlines of their precious Hero Wars unfold on schedule, and they all drop off the pages of history in 1625 or thereabouts. So set your Seven Samurai in the Grantlands, run Corflu as Casablanca, and even build a longer-term future for deviant Lunar faiths in a greatly expanded Red Navy Corflu: these are all fertile ground for fan exploration. Just state your assumptions / points of variation, and work to maximise fun opportunities for gaming (i.e. don’t just say “there was a genocide, those people are all dead, don’t even bother going there”). I have a fairly minimalist take on Corflu 1627 in my next scenario, mostly Scary Wolf Pirates, but it’d be easy to merge that with any or all of the above. Life finds a way.
    2 points
  27. I just checked this thread out of bored curiosity at work... And now, Smiorgan, you sold me, gotta buy it (it's only $7 )
    2 points
  28. Secrets of Dorastor has a chapter on Illumination, with new powers. There are many ways to Illumination, all of which involve gaining, increasing and rolling an Illumination skill. You can gain or increase the illumination skill in many different ways, some examples of which are: Answering Nysalor Riddles Performing certain deeds (For example, touching all the walls of the Puzzle Canal) Participating in certain events (Some mythical events automatically increase Illumination) Watching certain Mystery Plays performed by Illuminated Entertainers Being quizzed by Lunars in sacred rituals Talking to an Illuminated Master Contemplating the secrets of Illumination (Research) Soltak Stormspear, one of my PCs, became Illuminated by meeting Nysalor on the spirit Plane and gaining 1D6 Illumination, he rolled 4, I think, then rolled it the next Sacred Time, so he didn't need to answer any riddles. I don't bother with thinking up Nysalor Riddles, I just get Players to roll the skill. Some GMs would prefer to think of riddles and answers. I seem to remember some examples in very old threads, perhaps the Gloranthan Digest. As to a Darkness Shaman gaining secrets of Illumination, perhaps the shadow mages from Secrets of Dorastor might be a way in. Arkati hold the secrets of Illumination, too. also, don't forget Xiola Umbar's secret of Light Within, which is a school of Illumination. They might be natural ways in to Illumination.
    2 points
  29. The game is comparable to Classic Fantasy (I mean the original BRP edition, not the Mythras one) and to Magic World. And my first impression is that, for my tastes, it compares favorably to both. It has definitely some D&D in its heritage, but does not go overboard to emulate D&D in BRP as Classic Fantasy did. As for Magic World, Toxandria has better layout, and manages to be its own thing, while MW was lost somewhere on the way from a hack of Stormbringer and RQ to a game with its own personality. Ironically, with its skill based magic system, Toxandria is closer to the original BRP Magic World.
    2 points
  30. Dude - this is the internet. If you want people to respect or defer to your credentials, it's better to be upfront about it. I can't smell your degrees through cyberspace.
    2 points
  31. This, plus Casablanca-in-Corflu is rapidly making life in the southern Zola Fel Valley my new best incentive to move the timeline forward from 1621 to 1625. !i!
    2 points
  32. Muriah is a Malian priestess, Thed refuses all female worshippers, even broo ones. YGWV but this is pretty solid stuff. Thed really hates female ... anything. It's kind of her shtick. But Muriah is bad-ass nonetheless. She manages to corral the broo not into attacking her as prey but as another broo, and beats them down in physical combat to be their leader. Not bad for a teenage girl.
    2 points
  33. I believe that one of the insights of Illumination is that there are no incompatibilities between the 3 major approaches to magic. Illuminants may learn any type of magic and can ignore any restrictions, taboos and rules. And this includes combining the casting and results. Their only limitations are their imaginations and their access to means to learn the alternative approaches to magic.
    2 points
  34. Hello again, OP here. The replies here have been everything I could have hoped for! Thank you for your insight. Here are probably my top three takeaways: 1. OK, the area was called the Grantlands. I understand why that information wasn't included in the one sentence that RQG devoted to the area, but once you know the term a whole world of search engine queries opens up to you. 2. This one is embarrassing, but also proves my instincts were correct. This area and its brief description got me excited enough to ask my original question-- I knew there was something there that I was interested in. I made this post early this morning, and then as part of the answer @jajagappa let me know that it was also called the Borderlands. And this is where I get embarrassed, because I already read the description of Borderlands, and ordered one of the last remaining copies of the Glorantha Classics reprints. Nowhere in my memory of the description does it say that the Borderlands are the Grantlands, or southern Zola Fell valley. I assumed in my ignorance that it was somewhere else on the continent. I just ordered it because it was supposed to be a great campaign and the "help exiled Duke establish a new land" was something that interested me. Now I find out that it is actually the same region that my RPG radar pinged on earlier! 😆 And of course, to add insult to injury, guess what package arrived in my mailbox this very same evening? Of course-- Borderlands and Beyond. 3. I really feel for people who said they liked the area before 1625. My only solace was that recently I heard on an old episode of "Mythic Tales of Adventure" an interesting comment by Greg Stafford that this new history was just legends that came down to us from the Third Age written by the Orlanthi victors. He said he could totally envisage someone writing a campaign where Argrath and the White Bull heretics are cleansed by the victorious Empire, the Glowline is extended, and a millennium of peace, tolerance, and Lunar unity descends upon the continent. I like that YGMV was built into the system from the start. Thanks again, everyone.
    2 points
  35. Hi! Context: I'm running a fairly player driven Eleven Lights campaign in RQG. I've decided to run the Great Winter in a "I go, you go" style giving the players every other week to initiate something. It's closing in on the end of Sea Season and they've just returned from Boldhome via Johnstown after tracing the Resurrection doors for Minaryth. It's their go and I've just off hand mentioned that it's rumoured that Kallyr is in nearby Culbrea lands. True to form, the players feel like clan based activity is an excersise in futility given the larger problems facing the clan & world so they jump on the chance to talk to Kallyr and offer support for any kind of grander mission (being also extremely anti-Lunar at this point). So they are going to travel through Two-Pine into Culbrea in search of Kallyr so that's where I need some inspiration: Where precisely should Kallyr be? And what does Culbrea land look like in these dark times? Is she already looking for recruits to fight at Aurochs? Is she and her entourage in hiding? (Maybe not necessary with the Lunars holed up and undermanned especially in the very unfriendly territory of Culbrea) Is Two-Pine ready to start threatening Red Cow leaders? Do they have any strength at all given the lack of good reading and mercenary work? Is Culbrea just massing for rebellion? How does a warlike clan & tribe feed itself in the Great Winter? Is Hostfaring back? If so, how does he treat Cinsina? Any ideas would be most welcome!
    1 point
  36. these spells can also be used on willing and knowing subjects, 'once more on to the breach' and all that, sometimes people want to be inspired or charmed as they are in need of a morale boost. Social spell are all about context, unlike combat in RPG's which IMO all too often lacks consequence. First impression do last. Sworn oaths are binding. Other long lasting consequences are also possible: Uther seducing Igrayne for example (according to the Boorman film) Also magic is so ubiquitous in Glorantha that the act of casting Spirit magic is in itself nothing suspicious. Rune Magic would raise an eyebrow though and as I doubt many would recognise Sorcery, most believe it to be some odd form of spirit magic.
    1 point
  37. That's cool! Thanks! Have fun with 'em!
    1 point
  38. Thanks! And I'm willing to go to bat over the time frame. For an organically occurring community, yes, it's unlikely over roughly 10 years. But for construction of a dedicated military/industrial outpost, not without precedent (though my New Corflu is an amalgamation of several precedents). Venice definitely took it's time getting to (and surpassing) this level of development -- and New Corflu has none of the elan of Venice. Think of early San Francisco tacked onto a military base. Your panoramic view of Comacchio is very much how I envision New Corflu. !i! [Edit: Really, I blame Gunda and the Wolf Pirates for turning up in 1613 -- they pretty much place a cap on the timeline. Had I my druthers, I'd have started the boom-bust development at least a decade earlier, but then there would've been no reason for Gunda to turn her nose in scorn without sacking the place.]
    1 point
  39. Everybody says Argrath killed Sedenya, but nobody says Argrath killed Orlanth, despite both of them having similar amounts of on-screen evidence in King of Sartar. Of course, the former is part of the surface point of the Argrathsaga, so the end of the Saga features a little note: "So they say! But it's still here! And now it's invisible instead!" And the latter, in "Argrath and the Devil", is a counterpoint that complicates Argrath and especially the process of historicizing Argrath's actions. So it needs no additional writing to complicate itself.
    1 point
  40. Nice! the Red Moon as some kind of cocoon for the next transformation of Sedenya? And Argrath actually being instrumental in releasing her next stage evolution?
    1 point
  41. This is one great mystery I have also been pondering! 😮
    1 point
  42. Replies are always appreciated, at least by me. So the long delay is maybe odd, but not a problem. Bonus -- at least for me -- is the chance to clear up a miscommunication I had made, particularly one that had apparently rankled.
    1 point
  43. Definitely agree that it has garrison and provides support for the attack on Karse (and even the capture of the shipbuilding center at Sklar). Can it sustain anything beyond that in the face of the Great Winter? Hard to say, but once Heortland is taken in 1620 and Whitewall falls, there is little role for Corflu since Karse provides the port the Lunars need and want for trade with the Holy Country. Does a hazardous route first downriver and then by sea (including whatever Wolf Pirates remained after Harrek sailed off) offer any advantage over the overland route to Sartar? Its very "success" is its own demise! To me the boom appears very limited (to ~1620) and then subsides once more (aside from Lunar explorations at Feroda). However, the Exodus from the Grantlands may serve as a stirring story. Can whatever is left at Corflu sustain them though? Or perhaps better to try to reach Refuge or Casino Town?
    1 point
  44. It's possible this very thread is "lobbying for it." I mean... a single thread, or two, probably doesn't justify a whole new subforum (or does it?). But there's clearly interest... Really, though, Chaosium is just doing some distribution &c; it isn't "their" game: it's Nocturnal's (at least in English). I don't know what Nocturnal is doing, or is capable of doing, in this regard...
    1 point
  45. That's not a joke, that's just a reality
    1 point
  46. Thank you. Trying to show that 1st Age Orlanthi weren't the same as those of the 3rd Age. Wanted to show both a level of sophistication and less developed armor.
    1 point
  47. I'd have thought Extension would be one of the most likely for them to have.
    1 point
  48. PP 106 - Under Step 2: Make the Attack Roll; point 3 "The target of an attack may use a maneuver of their own: Resolve as for fighting back, but instead of inflicting damage, apply the effect of their maneuver."
    1 point
  49. More precisely, I wanted to work with Jonathan again. He's great to work with, does great work, and knows Glorantha. So we talked about what he wanted to do and made it happen.
    1 point
  50. I've been kinda bored since finishing Tindale and kinda been playing around with some dwarfy ideas for Dwarfhold in the Copper Mountains. Don't wanna do the generic dwarf mine thing but something different or unexpected. Yeah it will still have massive halls inside (ala Khazad-Dum), and mining equipment / strategies different and more advanced then what the humans might use. This IS their original Dwarf home after all. Was thinking I would have the mine and dwarf homes reverse of typical. Starting towards the feet of the mountain, the mine might work it's way toward the heart and upwards towards the peak, instead of delving ever deeper. Don't wanna free any fiery demons after all... The main entrance will be on the edge of a mountain valley lake (crap, I just realized that's not very unique UGH) but instead of being hidden it is lined with brilliant stone architecture with many pillars and apartments that are carved into the rock of the mountains, like the temple in Angkor Wat in cambodia. Also giving some thought to the Crauch Dragon. The MW book suggests the term dragon MIGHT just be symbolic and it might not be a living creature at all. I like a good dragon quest as much as anyone, but what if it were a portal into the Fey Realms or even a super volcano that the dwarves were keeping from erupting through their strange magiks, laying waste to the Southern Reaches if it ever blew...I dunno. Do you know? Here's some pics of my tinkering...
    1 point
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